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11<title>Standard Mode Textures</title>
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17    <h1>Textures</h1>
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19    <p>This page describes features that can be set on the Textures tab in standard mode.</p>
20    <h2>Texture Tab Settings and Features</h2>
21    <p>The settings and features of the <B>Texture</B> tab (<B>Standard</B> mode) on the material <B>Properties</B> panel are described here.</p>
22    <a href="assets/standard_texture.png" rel="ibox" title="Click the image to enlarge"><img class="ui_thumb" src="assets/standard_texture.png" alt="Texture"/></a>
23    <table class="space">
24      <tr>
25        <th><em>A</em></th>
26        <td class="td_color"><a href="#texture_allotment">Texture assignments</a></td>
27        <td>Select texture and coordinator combinations from the pull-down menu.</td>
28      </tr>
29      <tr>
30        <th><em>B</em></th>
31        <td class="td_color"><a href="#texture_tab">Texture List</a></td>
32        <td>Settings for textures attached to a material are gathered together on separate tabs. <br /> When adding a texture using <B>Add</B>, tabs for Textures 0 through 2 are added.</td>
33      </tr>
34    </table>
35    <a name="texture_allotment" id="texture_allotment"></a>
36    <h3>Texture assignments</h3>
37    <p>Select texture and coordinator combinations from the pull-down menu.</p>
38    <img src="assets/standard_texture03.png" alt="Texture Assignments (Standard Mode)"/>
39    <p>When assigning a coordinator to a texture number, the numeric value located below that texture number indicates the number of the coordinator to be used.</p>
40    <p>Taking the above figure as an example, if coordinator combinations are set to <em>0 1 2 0</em>, they will be combined with texture numbers as follows.</p>
41    <ul>
42      <li>Texture numbers: 0 = Use Coordinator 0</li>
43      <li>Texture numbers: 1 = Use Coordinator 1</li>
44      <li>Texture numbers: 2 = Use Coordinator 2</li>
45      <li>Texture numbers: Proc = Use Coordinator 0 (procedural textures have not been implemented yet)</li>
46    </ul>
47    <a name="texture_tab" id="texture_tab"></a>
48    <h3>Texture List</h3>
49    <p>Settings for textures attached to a material are gathered together on separate tabs.</p>
50    <p>When adding a texture using <B>Add</B>, tabs for Textures 0 through 2 are added.</p>
51    <h4>Image</h4>
52    <p>You can attach a texture loaded into CreativeStudio to a material by selecting that texture.</p>
53    <img src="assets/standard_texture01.png" alt="Texture Image (Standard Mode)"/>
54    <p>Displays information such as the format and pixel size of the attached texture.</p>
55    <h4>Texture coordinators</h4>
56    <p>You can use a texture coordinator to set the texture mapping method and the UV coordinate scale, rotate, and translate.</p>
57    <p class="hint">Up to three texture coordinators can be used. <br /> The number of UVs set in the intermediate file output from a 3DCG tool is automatically decreased.</p>
58    <img src="assets/standard_texture02.png" alt="Texture Coordinator for a Texture (Standard Mode)"/>
59    <p>Textures that share a coordinator can be changed by making selections under <B>Texture assignments</B>.</p>
60    <p class="hint_warn">Caution:<br /> Due to the hardware specifications, only the UV coordinates of Texture coordinator 0 can be displayed accurately.<br /> The UV coordinates of Texture coordinator 1 displays distorted.<br /> Texture coordinator 2 cannot be used for UV coordinates.</p>
61    <a name="mapping_method" id="mapping_method"></a>
62    <h5>Mapping method</h5>
63    <p>Selects the mapping method from a pull-down menu.</p>
64    <p>For details on the types of mapping methods, click <a href="../../../../../user_guide/texture/texture_mapping/index.html">here</a>.</p>
65    <table>
66      <thead>
67        <tr>
68          <th>Mapping method</th>
69          <th>Description</th>
70        </tr>
71      </thead>
72      <tbody>
73        <tr>
74          <th>Texture coordinates</th>
75          <td>Selects a mapping method that uses texture coordinates. <br /> This also specifies a UV set when texture coordinates have been selected.</td>
76        </tr>
77        <tr>
78          <th>Camera cube coordinates</th>
79          <td>Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer. <br /> This allows expressions where the surrounding scenery is reflected when the viewpoint is changed by referencing a single texture image that includes image information for each of the six directions surrounding the polygon model.</td>
80        </tr>
81        <tr>
82          <th>Camera sphere coordinates</th>
83          <td>Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer. <br /> This allows expressions where the surrounding scenery is reflected by referencing a single image that should be reflected by a polygon model.</td>
84        </tr>
85        <tr>
86          <th>projection</th>
87          <td>Selects the use of texture coordinates generated by the texel process based on vertex coordinates for the polygon model loaded from the vertex buffer. <br /> All texture coordinates generated are mapped within a range of 0.0 and 1.0 in both the U and V directions.</td>
88        </tr>
89      </tbody>
90    </table>
91    <p class="hint_warn">Caution:<br /> The camera sphere coordinate system has changed beginning from version 0.8.0.<br /> ・ Version series 0.7  Perspective Projection camera <br /> ・Version 0.8.0: Orthogonal Projection camera<br />Note that because of this change, sphere environment mapping looks different than it did in versions up through CreativeStudio Version 0.7.</p>
92    <h6>projection</h6>
93    <p>Sets the camera number added on the scene environment <B>Properties</B> panel for the enabled camera number to use for projection when projection is selected as the mapping method.</p>
94    <img src="assets/standard_texture06.png" alt="Texture Coordinator for a Texture (Standard Mode)"/>
95    <p>Note that settings are not applied if a camera is not selected on the scene environment <B>Properties</B> panel.</p>
96    <p>For details on the scene environment <B>Properties</B> panel, click <a href="../../../../tool_panel/drawing_environment_panel/index.html">Here</a>.</p>
97    <h4>Tiling</h4>
98    <p>Texture tiling can be selected using a pull-down under CreativeStudio.</p>
99    <img src="assets/standard_texture04.png" alt="Texture Repeat Settings (Standard Mode)"/>
100    <p>The following four tiling methods are available. Settings can be made in both the U and V directions.</p>
101    <table>
102      <thead>
103        <tr>
104          <th>Tiling Methods</th>
105          <th>Description</th>
106        </tr>
107      </thead>
108      <tbody>
109        <tr>
110          <th>Repeat</th>
111          <td>Repeats the texture.</td>
112        </tr>
113        <tr>
114          <th>Mirror</th>
115          <td>Repeatedly mirrors the texture.</td>
116        </tr>
117        <tr>
118          <th>Clamp</th>
119          <td>Extends the color at the edge of a texture.</td>
120        </tr>
121        <tr>
122          <th>Clamp border color</th>
123          <td>Fills the region outside the texture area with the specified border color.</td>
124        </tr>
125      </tbody>
126    </table>
127    <h4>Filtering</h4>
128    <p>From the pull-down menu, select and set the filtering to use when mapping textures.</p>
129    <p>Filter settings can also be made when using mipmapping.</p>
130    <img src="assets/standard_texture05.png" alt="Texture Filter Settings (Standard Mode)"/>
131    <p>The following two filter settings are available. Either can be set for enlargement or reduction.</p>
132    <table>
133      <thead>
134        <tr>
135          <th>Filtering</th>
136          <th>Description</th>
137        </tr>
138      </thead>
139      <tbody>
140        <tr>
141          <th>Nearest</th>
142          <td>Corresponding pixels are strictly referenced without interpolation during pixel color determination. <br /> This causes each texel to be displayed boldly.</td>
143        </tr>
144        <tr>
145          <th>Linear</th>
146          <td>Neighboring texel colors are interpolated during pixel color determination. <br /> This causes the texture image to be displayed smoothly.</td>
147        </tr>
148      </tbody>
149    </table>
150    <h5>Mipmapping</h5>
151    <p>Allows the LOD minimum level and LOD bias to be set.</p>
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